World of Warships: Legends ship guide

Leone

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 11-km torpedoes for a perfect shot
Key characteristics
Long torps (11 km)2 sigma accuracySmokeEngine BoostSlow
Community Data

Leone Community Stats

Log in to GamingDiver and upload your data to see Community Data for Leone: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

Leone is a Tier V Italian torpedo destroyer reaching 11 km. The torpedoes travel at 51 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. Standout traits: best smoke duration in T5 DDs (20 s).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 11 km reach at 51 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.

Potato Avoidance

Holding 11-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

Long-range torps

11.01 km torpedo range, best of T5 DDs.

Long-burning smoke

20.0 s Smoke Generator duration, best of T5 DDs. Holds the smoke shield longer.

Fast torp reload

47.0 s torpedo reload, top decile of T5 DDs. More frequent drops than peers.

Fast acceleration

~9.7 s to max forward speed, top quartile of T5 DDs. Rebuilds speed quickly after a turn or stop. (Acceleration decode is validated in-game but not yet confirmed across every ship.)

Slow reload

7.2 s reload, bottom decile of T5 DDs. Salvos punish more, but cycle is slower than peers.

Slow for the class

34.0 kt, bottom decile of T5 DDs. Hard to rotate flanks or disengage; commit positioning early.

Acquisition

How to get Leone

Leone is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Early Access. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

Show all 19 containers (16 more)
  • Santa Level 4 0.25% Tier V Premium ship Event containers · Santa Level 4 · 1 of 24 ships
  • Winter Big Crate '23 0.25% Tier V Premium ship Common containers · Winter Big Crate '23 · 1 of 2 ships
  • Super Santa '23 0.242273% Tier V Premium ship Event containers · Super Santa '23 · 1 of 22 ships
  • Santa Level 3 0.239583% Tier V Premium ship Event containers · Santa Level 3 · 2 paths combined · 1 of 24 ships
    Show 2 paths
    • Santa Level 30.202083%
    • Santa Level 3 → Santa Level 40.0375%
  • Spectral Vault 3.0 0.239565% Tier V Premium ship Event containers · Spectral Vault 3.0 · 2 paths combined · 1 of 23 ships
    Show 2 paths
    • Spectral Vault 3.00.21087%
    • Spectral Vault 3.0 → Spectral Vault 4.00.028696%
  • Mystic Lantern 0.2% Tier V Premium ship Event containers · Mystic Lantern · 1 of 25 ships
  • Mega Santa '23 0.143955% Tier V Premium ship Event containers · Mega Santa '23 · 1 of 22 ships
  • Santa Level 2 0.106771% Tier V Premium ship Event containers · Santa Level 2 · 4 paths combined · 1 of 24 ships
    Show 4 paths
    • Santa Level 20.058333%
    • Santa Level 2 → Santa Level 30.030312%
    • Santa Level 2 → Santa Level 40.0125%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.005625%
  • Spectral Vault 2.0 0.090043% Tier V Premium ship Event containers · Spectral Vault 2.0 · 4 paths combined · 1 of 23 ships
    Show 4 paths
    • Spectral Vault 2.00.06087%
    • Spectral Vault 2.0 → Spectral Vault 3.00.021087%
    • Spectral Vault 2.0 → Spectral Vault 4.00.005217%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00287%
  • Champion's Box 0.047917% Tier V Premium ship Event containers · Champion's Box · 2 paths combined · 1 of 24 ships
    Show 2 paths
    • Champion's Box → Santa Level 30.040417%
    • Champion's Box → Santa Level 3 → Santa Level 40.0075%
  • Santa Level 1 0.03437% Tier V Premium ship Event containers · Santa Level 1 · 6 paths combined · 1 of 24 ships
    Show 6 paths
    • Santa Level 1 → Santa Level 30.010104%
    • Santa Level 1 → Santa Level 20.00875%
    • Santa Level 10.00825%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.004547%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001875%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000844%
  • Ultimate Crate 0.024227% Tier V Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 22 ships
  • Spectral Vault 1.0 0.019108% Tier V Premium ship Event containers · Spectral Vault 1.0 · 7 paths combined · 1 of 23 ships
    Show 7 paths
    • Spectral Vault 1.00.008609%
    • Spectral Vault 1.0 → Spectral Vault 2.00.005478%
    • Spectral Vault 1.0 → Spectral Vault 3.00.002109%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.001898%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00047%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000287%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000258%
  • Mystic Box 0.012% Tier V Premium ship Event containers · Mystic Box · 1 of 25 ships
  • Italian Destroyer Crate 0.01% V Leone Early access containers · Italian Destroyer Crate
  • Secret Santa '23 0.0009% Tier V Premium ship Event containers · Secret Santa '23 · 1 of 22 ships
Official WG availability sources
Show direct source rows

Builds Beta

Build for gun reload, concealment, survivability, smoke utility, and torpedo opportunity. The ship rewards timing and short bursts.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Leone sits among Tier V DDs (21 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestAcceleration9.7 s (1 of 5 tied) BestAP arming threshold20 mm (1 of 7 tied) BestTorpedo range11.01 km (1/21) BestTorpedo reload47 s (1 of 2 tied) Top 25%Hit points15,000 HP (5/21) Top 25%Traverse-to-turn ratio6.19 × (6/21) Bottom 25%Main battery reload7.2 s (19/21) Bottom 25%HE fire chance6% (18/21) Bottom 25%Main dispersion93.5 m (17/21) Bottom 25%Turn-speed retention67.7 hp/m (17/21) Bottom 25%AA range2 km (17/21) Bottom 25%AA threat128 (18/21) Bottom 25%Torpedo speed51 kt (19/21) WorstMax speed34 kt (1 of 2 tied) WorstMain battery caliber120 mm (1 of 9 tied)
See 24 mid-pack stats

Not standouts for Leone -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Concealment6.53 km(11/21) Air detection3.27 km(13/21) Rudder shift4.4 s(11/21) Main battery range10.46 km(10/21) HE shell damage1,700(16/21) Fires per minute4(12/21) HE DPM113,333(7/21) AP shell damage2,100(15/19) AP DPM140,000(9/19) AP velocity850 m/s(9/19) HE velocity850 m/s(9/21) Engine power42,000 hp(13/21) Displacement2,289 t(11/21) Power-to-weight18.35 hp/t(15/21) AA DPS79(13/21) Torpedo damage13,367(15/21) Max armor16 mm(13/21) Bow armor16 mm(11/20) Stern armor16 mm(11/20) Deck armor13 mm(11/16) NormAP fuse timer0.01 s(17 of 19 tied at this value) NormAP ricochet start45°(18 of 19 tied at this value) NormAP auto-bounce angle60°(18 of 19 tied at this value) NormCitadel belt16 mm(19 of 20 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

MBRBSmokeEngine Boost
Survivability
Hit Points15,000
Displacement2,289 t
Armor range10–16 mm
Plate armor thicknesses10, 13, 15, 16 mm
Armor material/layer entries24
Fire resistance23.3%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
7,500
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
4,500
Main Battery
ModuleArtillery: 120 mm/45 Vickers 1924
Mounts / barrels4 mounts / 8 barrels
Reload time8 s
Firing range10.5 km
Turret traverse10 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10463/30·(8−0.5)/1000 + 0.5)·30 = 93.5 m
93.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 93.5 × 0.6 = 56.1 m
56.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 93.5 × 0.32 (σ=2) = 29.9 m
29.9 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 56.1 × 0.319 (σ=2) = 17.9 m
17.9 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ8 broadside guns x 60 / 8 s base reload = 60.
60
HE shells
HE Damage1,700
HE Velocity850 m/s
Fire Chance6%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 8 broadside guns = 13,600.
13,600
Base HE DPM
ƒ13,600 HE full-salvo alpha x 60 / 8 s base reload = 102,000.
102,000
Base fires/min
ƒ8 HE shells x 60 / 8 s reload x 6% fire chance = 3.6.
3.6
AP shells
AP Damage2,100
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold20 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2000 × 23.15^0.69 × 0.12^-1.07 × 850^1.38 = 186.4 mm. Matches the in-game spec card.
186.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.1 km), where the shell has slowed to 238 m/s: 1e-7 × 2000 × 23.15^0.69 × 0.12^-1.07 × 238^1.38 = 32.2 mm.
32.2 mm
AP full-salvo alpha
ƒ2,100 AP damage x 8 broadside guns = 16,800.
16,800
Base AP DPM
ƒ16,800 AP full-salvo alpha x 60 / 8 s base reload = 126,000.
126,000
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
7
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 2 tubes = 4 tubes
Reload time47 s
Projectile speed51 kt
Range11.01 km
Maximum simulated damage12,367 (est.)
Alpha damage37,100
Torpedo detectability1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming157 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
49,468
AA Defense
AA mount points4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (12×3.5×1) + (11×3.5×0.95) = 79. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
79
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
2 km
40 mm/39 Vickers-Terni2×1 40mm
13.2 mm/76 Breda 19312×2 13mm
Medium aura
DPS12
Range2 km
Near aura
DPS11
Range1.2 km
Total DPS in Aura
ƒMedium 12 + Near 11 = 23
23
Maneuverability
Engine moduleEngine: 42,000 hp
Engine power42,000 hp
Maximum speed34 kt
Turning circle radius620 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.2× slow
Concealment
Detectability by sea6.53 km
Detectability by air3.27 km
Smoke firing penalty2.32 km
Detect after firing main guns6.53 km
Detect Fire Sea8.53 km
Detect Fire Air6.27 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Choose one
Smoke Generator2 charges · 240 s reload · 15 s emit / 118 s cloud active
Exhaust Smoke Generator2 charges · 180 s reload · 20 s emit / 35 s cloud active
Choose one
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Main Battery Reload Booster2 charges · 120 s reload · 15 s active · +50% reload boost
Module options (1)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Turret traverse10 → 8 °/s

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp93.5 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (10463/30·(8−0.5)/1000 + 0.5)·30 = 93.5 m
Max Vert Disp56.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 93.5 × 0.6 = 56.1 m
Med Horiz Disp29.9 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 93.5 × 0.32 (σ=2) = 29.9 m
Med Vert Disp17.9 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 56.1 × 0.319 (σ=2) = 17.9 m
AP Pen Close186.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2000 × 23.15^0.69 × 0.12^-1.07 × 850^1.38 = 186.4 mm. Matches the in-game spec card.
AP Pen Far32.2 mm
Same formula at the ship's max firing range (13.1 km), where the shell has slowed to 238 m/s: 1e-7 × 2000 × 23.15^0.69 × 0.12^-1.07 × 238^1.38 = 32.2 mm.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius7
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha13,600
1,700 HE damage x 8 broadside guns = 13,600.
AP full-salvo alpha16,800
2,100 AP damage x 8 broadside guns = 16,800.
Base HE DPM102,000
13,600 HE full-salvo alpha x 60 / 8 s base reload = 102,000.
Base AP DPM126,000
16,800 AP full-salvo alpha x 60 / 8 s base reload = 126,000.
Base shells/min60
8 broadside guns x 60 / 8 s base reload = 60.
Base fires/min3.6
8 HE shells x 60 / 8 s reload x 6% fire chance = 3.6.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time7.5 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed51 kt
Travel time to max range83 s
range / (speed kt x 2.6 community game-speed factor).
Tube count4
2 launchers x 2 tubes.
Per-side salvo4 torpedoes
4 (centerline launchers train across - full salvo to either side).
Full-salvo damage49,468
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage49,468
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS79
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (12×3.5×1) + (11×3.5×0.95) = 79. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index128
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range1.2 km

Armor

Hull HP 15,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 15–16 mm)2,300 (15% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm11,300 (75% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 13–16 mm)1,700 (11% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.50 direct pen, ×0.10 over-pen).
Superstructure13 mm600 (4% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP7,500 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
AA mount (40 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP4,500 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

Balance updates affecting Leone. Cards are condensed; use each source link for full context.

Nerf ×3Buff ×8Rework ×4Commander Skill ×2Main Battery ×6
2026-04-30

Ministry of Balance: Viva la Marina!

  • Added an optional upgrade that swaps AP shells for SAP shells.
  • Main battery reload time with SAP upgrade increased from 8 to 9 s.
  • Main battery SAP shells deal 2,350 damage and can penetrate up to 34 mm.
  • Ship HP increased from 13,700 to 15,000 (with saturation adjusted proportionally).
  • Added Main Battery Reload Booster consumable as an option to the same slot as Engine Boost.
  • Number of charges: 2.
  • Cooldown time: 120 s.
  • Duration: 15 s.
  • Improves main battery reload time by 50%.
Read the full official post
2021-08-26

September update: the Redinforcements

  • Exhaust Smoke Generator added to the slot with Smoke Generator as a consumable of choice.
  • Other changes:
  • Exhaust Smoke Generator duration increased from 17 to 20 seconds.
  • equipped with it (Montecuccoli, Trento, Zara, Amalfi), along with its dispersion time being increased from 30s to 35s.
  • At the same time, secondary guns aiming priorities were changed. Now enemy destroyers are more likely to be chosen as a target in case there are two or more options for the attacks.
  • Buffs:
  • Before It's Too Late – bonus to torpedo detectability increased:
  • Flank Speed – penalty to rudder shift time changed to +3% instead of +5%.
  • Marksmanship – penalty to rudder shift time on level 4 changed from +10% to +5%.
  • Mortar – penalty to destroyer's visibility is now same on every level at +4% instead of 5-10% range.
  • +4 more official change lines in the source post.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Leone can equip, from in-game data.

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.